cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"};
-cvar_t r_shadow_realtime_world_compilelight = {0, "r_shadow_realtime_world_compilelight", "1"};
cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0"};
cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04"};
cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04"};
-cvar_t r_shadow_glsl_geforcefxlowquality = {0, "r_shadow_glsl_geforcefxlowquality", "1"};
+cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0"};
cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1"};
cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
cvar_t r_editlights = {0, "r_editlights", "0"};
"void main(void)\n"
"{\n"
" // copy the surface texcoord\n"
-" TexCoord = gl_MultiTexCoord0.st;\n"
+" TexCoord = vec2(gl_TextureMatrix[0] * glMultiTexCoord0);\n"
"\n"
" // transform vertex position into light attenuation/cubemap space\n"
" // (-1 to +1 across the light box)\n"
void r_shadow_start(void)
{
int i;
- // if not a GeForce FX, turn off the lowquality cvar
- if (strncmp(gl_renderer, "GeForce FX ", strlen("GeForce FX ")))
- Cvar_SetValue("r_shadow_glsl_geforcefxlowquality", 0);
+ // use half float math where available (speed gain on NVIDIA GFFX and GF6)
+ if (gl_support_half_float)
+ Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
// allocate vertex processing arrays
numcubemaps = 0;
r_shadow_attenuation2dtexture = NULL;
"r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
"r_shadow_realtime_world_shadows : cast shadows from world lights\n"
"r_shadow_realtime_world_compile : compile surface/visibility information\n"
-"r_shadow_realtime_world_compilelight : compile lighting geometry\n"
"r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
"r_shadow_glsl : use OpenGL Shading Language for lighting\n"
"r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
"r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
"r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
-"r_shadow_glsl_geforcefxlowquality : use lower quality lighting\n"
+"r_shadow_glsl_usehalffloat : use lower quality lighting\n"
"r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
"r_shadow_scissor : use scissor optimization\n"
"r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
- Cvar_RegisterVariable(&r_shadow_realtime_world_compilelight);
Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
Cvar_RegisterVariable(&r_shadow_scissor);
Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
- Cvar_RegisterVariable(&r_shadow_glsl_geforcefxlowquality);
+ Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
Cvar_RegisterVariable(&gl_ext_stenciltwoside);
if (gamemode == GAME_TENEBRAE)
}
// light currently being rendered
-static rtlight_t *r_shadow_rtlight;
+rtlight_t *r_shadow_rtlight;
// light filter cubemap being used by the light
static rtexture_t *r_shadow_lightcubemap;
r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
- if (r_shadow_glsl_geforcefxlowquality.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
+ if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
return false;
}
-static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
+extern float *rsurface_vertex3f;
+extern float *rsurface_svector3f;
+extern float *rsurface_tvector3f;
+extern float *rsurface_normal3f;
+extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
+
+static void R_Shadow_VertexShadingWithXYZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
{
- float *color4f = varray_color4f;
- float dist, dot, intensity, v[3], n[3];
+ int numverts = surface->num_vertices;
+ float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
+ float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
+ float *color4f = varray_color4f + 4 * surface->num_firstvertex;
+ float dist, dot, distintensity, shadeintensity, v[3], n[3];
for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
if ((dist = DotProduct(v, v)) < 1)
{
+ dist = sqrt(dist);
+ distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
if ((dot = DotProduct(n, v)) > 0)
{
- dist = sqrt(dist);
- intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
- intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
- VectorScale(lightcolor, intensity, color4f);
- color4f[3] = 1;
+ shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+ color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
+ color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
+ color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
}
else
{
- VectorClear(color4f);
- color4f[3] = 1;
+ color4f[0] = ambientcolor[0] * distintensity - reduce;
+ color4f[1] = ambientcolor[1] * distintensity - reduce;
+ color4f[2] = ambientcolor[2] * distintensity - reduce;
}
+ color4f[0] = bound(0, color4f[0], 1);
+ color4f[1] = bound(0, color4f[1], 1);
+ color4f[2] = bound(0, color4f[2], 1);
}
else
- {
VectorClear(color4f);
- color4f[3] = 1;
- }
+ color4f[3] = 1;
}
}
-static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
+static void R_Shadow_VertexShadingWithZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
{
- float *color4f = varray_color4f;
- float dist, dot, intensity, v[3], n[3];
+ int numverts = surface->num_vertices;
+ float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
+ float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
+ float *color4f = varray_color4f + 4 * surface->num_firstvertex;
+ float dist, dot, distintensity, shadeintensity, v[3], n[3];
for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
if ((dist = fabs(v[2])) < 1)
{
+ distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
if ((dot = DotProduct(n, v)) > 0)
{
- intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
- intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
- VectorScale(lightcolor, intensity, color4f);
- color4f[3] = 1;
+ shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+ color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
+ color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
+ color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
}
else
{
- VectorClear(color4f);
- color4f[3] = 1;
+ color4f[0] = ambientcolor[0] * distintensity - reduce;
+ color4f[1] = ambientcolor[1] * distintensity - reduce;
+ color4f[2] = ambientcolor[2] * distintensity - reduce;
}
+ color4f[0] = bound(0, color4f[0], 1);
+ color4f[1] = bound(0, color4f[1], 1);
+ color4f[2] = bound(0, color4f[2], 1);
}
else
- {
VectorClear(color4f);
- color4f[3] = 1;
- }
+ color4f[3] = 1;
}
}
-static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
+static void R_Shadow_VertexShading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
{
- float *color4f = varray_color4f;
- float dot, intensity, v[3], n[3];
+ int numverts = surface->num_vertices;
+ float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
+ float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
+ float *color4f = varray_color4f + 4 * surface->num_firstvertex;
+ float dot, shadeintensity, v[3], n[3];
for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
if ((dot = DotProduct(n, v)) > 0)
{
- intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
- VectorScale(lightcolor, intensity, color4f);
- color4f[3] = 1;
- }
- else
- {
- VectorClear(color4f);
- color4f[3] = 1;
- }
- }
-}
-
-static void R_Shadow_VertexNoShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *lightcolor)
-{
- float *color4f = varray_color4f;
- float dist, intensity, v[3];
- for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
- {
- Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
- if ((dist = DotProduct(v, v)) < 1)
- {
- dist = sqrt(dist);
- intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
- VectorScale(lightcolor, intensity, color4f);
- color4f[3] = 1;
- }
- else
- {
- VectorClear(color4f);
- color4f[3] = 1;
- }
- }
-}
-
-static void R_Shadow_VertexNoShadingWithZAttenuation(int numverts, const float *vertex3f, const float *lightcolor)
-{
- float *color4f = varray_color4f;
- float dist, intensity, v[3];
- for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
- {
- Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
- if ((dist = fabs(v[2])) < 1)
- {
- intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
- VectorScale(lightcolor, intensity, color4f);
- color4f[3] = 1;
+ shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+ color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
+ color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
+ color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
+ color4f[0] = bound(0, color4f[0], 1);
+ color4f[1] = bound(0, color4f[1], 1);
+ color4f[2] = bound(0, color4f[2], 1);
}
else
- {
VectorClear(color4f);
- color4f[3] = 1;
- }
+ color4f[3] = 1;
}
}
}
}
-void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture)
+static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
{
- int renders;
- float color[3], color2[3], colorscale, specularscale;
+ // used to display how many times a surface is lit for level design purposes
+ int surfacelistindex;
rmeshstate_t m;
- // FIXME: support MATERIALFLAG_NODEPTHTEST
- if (!basetexture)
- basetexture = r_texture_white;
- if (!bumptexture)
- bumptexture = r_texture_blanknormalmap;
- if (!pantstexture)
- lightcolorpants = vec3_origin;
- if (!shirttexture)
- lightcolorshirt = vec3_origin;
- if (glosstexture && r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
- specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
- else if (!glosstexture && r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
- {
- glosstexture = r_texture_white;
- specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
- }
- else
+ qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
+ qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
+ qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
+ qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
+ qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
+ qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
+ qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
+ if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
+ return;
+ GL_Color(0.1, 0.025, 0, 1);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- glosstexture = r_texture_black;
- specularscale = 0;
+ const msurface_t *surface = surfacelist[surfacelistindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
+ GL_LockArrays(0, 0);
}
- if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) <= 0.001)
+}
+
+static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
+{
+ // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
+ int surfacelistindex;
+ qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
+ qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
+ qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
+ qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
+ qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
+ qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
+ qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
+ //qboolean dowatershader = (texture->currentmaterialflags & MATERIALFLAG_WATER) && r_watershader.value;
+ // TODO: add direct pants/shirt rendering
+ if (doambientpants || dodiffusepants)
+ R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
+ if (doambientshirt || dodiffuseshirt)
+ R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
+ if (!doambientbase && !dodiffusebase && !dospecular)
return;
- if (r_shadowstage == R_SHADOWSTAGE_VISIBLELIGHTING)
+ R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
+ R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
+ R_Mesh_TexBind(1, R_GetTexture(basetexture));
+ R_Mesh_TexBind(2, R_GetTexture(glosstexture));
+ if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
{
- int passes = 0;
- if (r_shadow_glsl.integer && r_shadow_program_light[0])
- {
- // GLSL shader path (GFFX5200, Radeon 9500)
- // TODO: add direct pants/shirt rendering
- if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
- if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
- passes++;
- }
- else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
- {
- // TODO: add direct pants/shirt rendering
- if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
- if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
- if (r_shadow_rtlight->ambientscale)
- {
- colorscale = r_shadow_rtlight->ambientscale;
- if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
- {
- }
- else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
- {
- }
- else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
- {
- }
- else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
- {
- }
- else
- passes++;
- VectorScale(lightcolorbase, colorscale, color2);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- passes++;
- }
- if (r_shadow_rtlight->diffusescale)
- {
- colorscale = r_shadow_rtlight->diffusescale;
- if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
- {
- // 3/2 3D combine path (Geforce3, Radeon 8500)
- passes++;
- }
- else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
- {
- // 1/2/2 3D combine path (original Radeon)
- passes += 2;
- }
- else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
- {
- // 2/2 3D combine path (original Radeon)
- passes++;
- }
- else if (r_textureunits.integer >= 4)
- {
- // 4/2 2D combine path (Geforce3, Radeon 8500)
- passes++;
- }
- else
- {
- // 2/2/2 2D combine path (any dot3 card)
- passes += 2;
- }
- VectorScale(lightcolorbase, colorscale, color2);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- passes++;
- }
- if (specularscale && glosstexture != r_texture_black)
- {
- //if (gl_support_blendsquare)
- {
- colorscale = specularscale;
- if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
- passes += 4;
- else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
- passes += 3;
- else
- passes += 4;
- VectorScale(lightcolorbase, colorscale, color2);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- passes++;
- }
- }
- }
- else
- {
- // TODO: add direct pants/shirt rendering
- if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
- if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
- if (r_shadow_rtlight->ambientscale)
- {
- VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- passes++;
- }
- if (r_shadow_rtlight->diffusescale)
- {
- VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- passes++;
- }
- }
- if (passes)
- {
- GL_Color(0.1*passes, 0.025*passes, 0, 1);
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- R_Mesh_State(&m);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- GL_LockArrays(0, 0);
- }
- return;
+ qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
}
- else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
+ qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- // GLSL shader path (GFFX5200, Radeon 9500)
- // TODO: add direct pants/shirt rendering
- if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
- if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
- R_Mesh_VertexPointer(vertex3f);
- R_Mesh_TexCoordPointer(0, 2, texcoord2f);
- R_Mesh_TexCoordPointer(1, 3, svector3f);
- R_Mesh_TexCoordPointer(2, 3, tvector3f);
- R_Mesh_TexCoordPointer(3, 3, normal3f);
- R_Mesh_TexBind(0, R_GetTexture(bumptexture));
- R_Mesh_TexBind(1, R_GetTexture(basetexture));
- R_Mesh_TexBind(2, R_GetTexture(glosstexture));
- if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
+ const msurface_t *surface = surfacelist[surfacelistindex];
+ const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ if (!rsurface_svector3f)
{
- qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
+ rsurface_svector3f = varray_svector3f;
+ rsurface_tvector3f = varray_tvector3f;
+ rsurface_normal3f = varray_normal3f;
+ Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
}
- qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
+ R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
+ R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
GL_LockArrays(0, 0);
}
- else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_DOT3)
+}
+
+static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
+{
+ // ARB path (any Geforce, any Radeon)
+ int surfacelistindex;
+ int renders;
+ float color2[3], colorscale;
+ rmeshstate_t m;
+ qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
+ qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
+ qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
+ qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
+ qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
+ qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
+ qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
+ // TODO: add direct pants/shirt rendering
+ if (doambientpants || dodiffusepants)
+ R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
+ if (doambientshirt || dodiffuseshirt)
+ R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
+ if (!doambientbase && !dodiffusebase && !dospecular)
+ return;
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- // TODO: add direct pants/shirt rendering
- if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
- if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
- if (r_shadow_rtlight->ambientscale)
+ const msurface_t *surface = surfacelist[surfacelistindex];
+ const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ if (!rsurface_svector3f)
+ {
+ rsurface_svector3f = varray_svector3f;
+ rsurface_tvector3f = varray_tvector3f;
+ rsurface_normal3f = varray_normal3f;
+ Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+ }
+ if (doambientbase)
{
GL_Color(1,1,1,1);
colorscale = r_shadow_rtlight->ambientscale;
{
// 3 3D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = vertex3f;
+ m.pointer_texcoord3f[0] = rsurface_vertex3f;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
m.pointer_texcoord3f[0] = varray_texcoord3f[0];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
m.tex[1] = R_GetTexture(basetexture);
- m.pointer_texcoord[1] = texcoord2f;
+ m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[1] = texture->currenttexmatrix;
m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[2] = vertex3f;
+ m.pointer_texcoord3f[2] = rsurface_vertex3f;
m.texmatrix[2] = r_shadow_entitytolight;
#else
m.pointer_texcoord3f[2] = varray_texcoord3f[2];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
#endif
GL_BlendFunc(GL_ONE, GL_ONE);
}
{
// 2 3D combine path (Geforce3, original Radeon)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = vertex3f;
+ m.pointer_texcoord3f[0] = rsurface_vertex3f;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
m.pointer_texcoord3f[0] = varray_texcoord3f[0];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
m.tex[1] = R_GetTexture(basetexture);
- m.pointer_texcoord[1] = texcoord2f;
+ m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[1] = texture->currenttexmatrix;
GL_BlendFunc(GL_ONE, GL_ONE);
}
else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
{
// 4 2D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = vertex3f;
+ m.pointer_texcoord3f[0] = rsurface_vertex3f;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
m.pointer_texcoord[0] = varray_texcoord2f[0];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
m.texmatrix[1] = r_shadow_entitytoattenuationz;
#else
m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
#endif
m.tex[2] = R_GetTexture(basetexture);
- m.pointer_texcoord[2] = texcoord2f;
+ m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[2] = texture->currenttexmatrix;
if (r_shadow_lightcubemap != r_texture_whitecube)
{
m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[3] = vertex3f;
+ m.pointer_texcoord3f[3] = rsurface_vertex3f;
m.texmatrix[3] = r_shadow_entitytolight;
#else
m.pointer_texcoord3f[3] = varray_texcoord3f[3];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
#endif
}
GL_BlendFunc(GL_ONE, GL_ONE);
{
// 3 2D combine path (Geforce3, original Radeon)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = vertex3f;
+ m.pointer_texcoord3f[0] = rsurface_vertex3f;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
m.pointer_texcoord[0] = varray_texcoord2f[0];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
m.texmatrix[1] = r_shadow_entitytoattenuationz;
#else
m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
#endif
m.tex[2] = R_GetTexture(basetexture);
- m.pointer_texcoord[2] = texcoord2f;
+ m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[2] = texture->currenttexmatrix;
GL_BlendFunc(GL_ONE, GL_ONE);
}
else
{
// 2/2/2 2D combine path (any dot3 card)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = vertex3f;
+ m.pointer_texcoord3f[0] = rsurface_vertex3f;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
m.pointer_texcoord[0] = varray_texcoord2f[0];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
m.texmatrix[1] = r_shadow_entitytoattenuationz;
#else
m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
#endif
R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
if (r_shadow_lightcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
m.texmatrix[1] = r_shadow_entitytolight;
#else
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
#endif
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
R_Mesh_State(&m);
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
VectorScale(lightcolorbase, colorscale, color2);
- GL_LockArrays(firstvertex, numvertices);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
}
GL_LockArrays(0, 0);
}
- if (r_shadow_rtlight->diffusescale)
+ if (dodiffusebase)
{
GL_Color(1,1,1,1);
colorscale = r_shadow_rtlight->diffusescale;
{
// 3/2 3D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(bumptexture);
+ m.pointer_vertex = rsurface_vertex3f;
+ m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[2] = vertex3f;
+ m.pointer_texcoord3f[2] = rsurface_vertex3f;
m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
#else
m.pointer_texcoord3f[2] = varray_texcoord3f[2];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
if (r_shadow_lightcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
m.texmatrix[1] = r_shadow_entitytolight;
#else
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
#endif
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
{
// 1/2/2 3D combine path (original Radeon)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = vertex3f;
+ m.pointer_texcoord3f[0] = rsurface_vertex3f;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
m.pointer_texcoord3f[0] = varray_texcoord3f[0];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(bumptexture);
+ m.pointer_vertex = rsurface_vertex3f;
+ m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
R_Mesh_State(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
if (r_shadow_lightcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
m.texmatrix[1] = r_shadow_entitytolight;
#else
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
#endif
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
{
// 2/2 3D combine path (original Radeon)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(bumptexture);
+ m.pointer_vertex = rsurface_vertex3f;
+ m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
#else
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
{
// 4/2 2D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(bumptexture);
+ m.pointer_vertex = rsurface_vertex3f;
+ m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[2] = vertex3f;
+ m.pointer_texcoord3f[2] = rsurface_vertex3f;
m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
#else
m.pointer_texcoord[2] = varray_texcoord2f[2];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[3] = vertex3f;
+ m.pointer_texcoord3f[3] = rsurface_vertex3f;
m.texmatrix[3] = r_shadow_entitytoattenuationz;
#else
m.pointer_texcoord[3] = varray_texcoord2f[3];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
#endif
R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
if (r_shadow_lightcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
m.texmatrix[1] = r_shadow_entitytolight;
#else
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
#endif
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
{
// 2/2/2 2D combine path (any dot3 card)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = vertex3f;
+ m.pointer_texcoord3f[0] = rsurface_vertex3f;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
m.pointer_texcoord[0] = varray_texcoord2f[0];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
m.texmatrix[1] = r_shadow_entitytoattenuationz;
#else
m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
#endif
R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(bumptexture);
+ m.pointer_vertex = rsurface_vertex3f;
+ m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
R_Mesh_State(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
if (r_shadow_lightcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
m.texmatrix[1] = r_shadow_entitytolight;
#else
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
#endif
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
R_Mesh_State(&m);
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
VectorScale(lightcolorbase, colorscale, color2);
- GL_LockArrays(firstvertex, numvertices);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
}
GL_LockArrays(0, 0);
}
- if (specularscale && glosstexture != r_texture_black)
+ if (dospecular)
{
// FIXME: detect blendsquare!
//if (gl_support_blendsquare)
{
// 2/0/0/1/2 3D combine blendsquare path
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(bumptexture);
- m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_vertex = rsurface_vertex3f;
+ m.tex[0] = R_GetTexture(normalmaptexture);
+ m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
R_Mesh_State(&m);
- GL_LockArrays(firstvertex, numvertices);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
// square alpha in framebuffer a few times to make it shiny
GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
// these comments are a test run through this math for intensity 0.5
// 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
// 0.25 * 0.25 = 0.0625 (this is another pass)
// 0.0625 * 0.0625 = 0.00390625 (this is another pass)
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ c_rt_lighttris += surface->num_triangles;
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = vertex3f;
+ m.pointer_texcoord3f[0] = rsurface_vertex3f;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
m.pointer_texcoord3f[0] = varray_texcoord3f[0];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
R_Mesh_State(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(glosstexture);
- m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
if (r_shadow_lightcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
m.texmatrix[1] = r_shadow_entitytolight;
#else
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
#endif
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
{
// 2/0/0/2 3D combine blendsquare path
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(bumptexture);
- m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_vertex = rsurface_vertex3f;
+ m.tex[0] = R_GetTexture(normalmaptexture);
+ m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
R_Mesh_State(&m);
- GL_LockArrays(firstvertex, numvertices);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
// square alpha in framebuffer a few times to make it shiny
GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
// these comments are a test run through this math for intensity 0.5
// 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
// 0.25 * 0.25 = 0.0625 (this is another pass)
// 0.0625 * 0.0625 = 0.00390625 (this is another pass)
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ c_rt_lighttris += surface->num_triangles;
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(glosstexture);
- m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
#else
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
{
// 2/0/0/2/2 2D combine blendsquare path
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(bumptexture);
- m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_vertex = rsurface_vertex3f;
+ m.tex[0] = R_GetTexture(normalmaptexture);
+ m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
R_Mesh_State(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
R_Mesh_State(&m);
- GL_LockArrays(firstvertex, numvertices);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
// square alpha in framebuffer a few times to make it shiny
GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
// these comments are a test run through this math for intensity 0.5
// 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
// 0.25 * 0.25 = 0.0625 (this is another pass)
// 0.0625 * 0.0625 = 0.00390625 (this is another pass)
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ c_rt_lighttris += surface->num_triangles;
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[0] = vertex3f;
+ m.pointer_texcoord3f[0] = rsurface_vertex3f;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
#else
m.pointer_texcoord[0] = varray_texcoord2f[0];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
m.texmatrix[1] = r_shadow_entitytoattenuationz;
#else
m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
#endif
R_Mesh_State(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
+ m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(glosstexture);
- m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
if (r_shadow_lightcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
m.texmatrix[1] = r_shadow_entitytolight;
#else
m.pointer_texcoord3f[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
#endif
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
R_Mesh_State(&m);
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
VectorScale(lightcolorbase, colorscale, color2);
- GL_LockArrays(firstvertex, numvertices);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
+ c_rt_lighttris += surface->num_triangles;
}
GL_LockArrays(0, 0);
}
}
}
- else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_VERTEX)
+}
+
+static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
+{
+ int surfacelistindex;
+ int renders;
+ float ambientcolor2[3], diffusecolor2[3];
+ rmeshstate_t m;
+ qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
+ qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
+ qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
+ qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
+ qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
+ qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
+ //qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
+ // TODO: add direct pants/shirt rendering
+ if (doambientpants || dodiffusepants)
+ R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
+ if (doambientshirt || dodiffuseshirt)
+ R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
+ if (!doambientbase && !dodiffusebase)
+ return;
+ VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2);
+ VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2);
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(basetexture);
+ if (r_textureunits.integer >= 2)
{
- // TODO: add direct pants/shirt rendering
- if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
- if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
- R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
- if (r_shadow_rtlight->ambientscale)
- {
- GL_BlendFunc(GL_ONE, GL_ONE);
- VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2);
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
- if (r_textureunits.integer >= 2)
- {
- // voodoo2
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ // voodoo2
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+ m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
#else
- m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
- if (r_textureunits.integer >= 3)
- {
- // Geforce3/Radeon class but not using dot3
- m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+ if (r_textureunits.integer >= 3)
+ {
+ // Geforce3/Radeon class but not using dot3
+ m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[2] = vertex3f;
- m.texmatrix[2] = r_shadow_entitytoattenuationz;
+ m.texmatrix[2] = r_shadow_entitytoattenuationz;
#else
- m.pointer_texcoord[2] = varray_texcoord2f[2];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+ m.pointer_texcoord[2] = varray_texcoord2f[2];
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
#endif
- }
- }
- if (r_textureunits.integer >= 3)
- m.pointer_color = NULL;
- else
- m.pointer_color = varray_color4f;
- R_Mesh_State(&m);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- {
- color[0] = bound(0, color2[0], 1);
- color[1] = bound(0, color2[1], 1);
- color[2] = bound(0, color2[2], 1);
- if (r_textureunits.integer >= 3)
- GL_Color(color[0], color[1], color[2], 1);
- else if (r_textureunits.integer >= 2)
- R_Shadow_VertexNoShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
- else
- R_Shadow_VertexNoShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- }
}
- if (r_shadow_rtlight->diffusescale)
+ }
+ m.pointer_color = varray_color4f;
+ R_Mesh_State(&m);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ {
+ const msurface_t *surface = surfacelist[surfacelistindex];
+ const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ if (!rsurface_svector3f)
{
- GL_BlendFunc(GL_ONE, GL_ONE);
- VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2);
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.pointer_color = varray_color4f;
- m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
- if (r_textureunits.integer >= 2)
- {
- // voodoo2
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ rsurface_svector3f = varray_svector3f;
+ rsurface_tvector3f = varray_tvector3f;
+ rsurface_normal3f = varray_normal3f;
+ Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+ }
+ // OpenGL 1.1 path (anything)
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
+ if (r_textureunits.integer >= 2)
+ {
+ // voodoo2 or TNT
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[1] = vertex3f;
- m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+ R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
#else
- m.pointer_texcoord[1] = varray_texcoord2f[1];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
#endif
- if (r_textureunits.integer >= 3)
- {
- // Geforce3/Radeon class but not using dot3
- m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+ if (r_textureunits.integer >= 3)
+ {
+ // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
#ifdef USETEXMATRIX
- m.pointer_texcoord3f[2] = vertex3f;
- m.texmatrix[2] = r_shadow_entitytoattenuationz;
+ R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
#else
- m.pointer_texcoord[2] = varray_texcoord2f[2];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
#endif
- }
- }
- R_Mesh_State(&m);
- for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
- {
- color[0] = bound(0, color2[0], 1);
- color[1] = bound(0, color2[1], 1);
- color[2] = bound(0, color2[2], 1);
- if (r_textureunits.integer >= 3)
- R_Shadow_VertexShading(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
- else if (r_textureunits.integer >= 2)
- R_Shadow_VertexShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
- else
- R_Shadow_VertexShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
- GL_LockArrays(firstvertex, numvertices);
- R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
- GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
}
}
+ for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
+ {
+ if (r_textureunits.integer >= 3)
+ R_Shadow_VertexShading(surface, diffusecolor2, ambientcolor2, renders);
+ else if (r_textureunits.integer >= 2)
+ R_Shadow_VertexShadingWithZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
+ else
+ R_Shadow_VertexShadingWithXYZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+ GL_LockArrays(0, 0);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += surface->num_triangles;
+ }
+ }
+}
+
+void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
+{
+ // FIXME: support MATERIALFLAG_NODEPTHTEST
+ switch (r_shadowstage)
+ {
+ case R_SHADOWSTAGE_VISIBLELIGHTING:
+ R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
+ break;
+ case R_SHADOWSTAGE_LIGHT_GLSL:
+ R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
+ break;
+ case R_SHADOWSTAGE_LIGHT_DOT3:
+ R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
+ break;
+ case R_SHADOWSTAGE_LIGHT_VERTEX:
+ R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
+ break;
+ default:
+ Con_Printf("R_Shadow_RenderLighting: unknown r_shadowstage %i\n", r_shadowstage);
+ break;
}
}
// (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
void R_RTLight_Compile(rtlight_t *rtlight)
{
- int shadowmeshes, shadowtris, lightmeshes, lighttris, numleafs, numleafpvsbytes, numsurfaces;
+ int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
entity_render_t *ent = r_refdef.worldentity;
model_t *model = r_refdef.worldmodel;
qbyte *data;
if (model && model->GetLightInfo)
{
- // this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering
+ // this variable must be set for the CompileShadowVolume code
r_shadow_compilingrtlight = rtlight;
R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
if (numsurfaces)
memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
- if (model->DrawShadowVolume && rtlight->shadow)
- {
- rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
- model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist, rtlight->cullmins, rtlight->cullmaxs);
- rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false);
- }
- if (model->DrawLight)
- {
- rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
- model->DrawLight(ent, vec3_origin, numsurfaces, r_shadow_buffer_surfacelist);
- rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false);
- }
- // switch back to rendering when DrawShadowVolume or DrawLight is called
+ if (model->CompileShadowVolume && rtlight->shadow)
+ model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
+ // now we're done compiling the rtlight
r_shadow_compilingrtlight = NULL;
}
}
}
- lightmeshes = 0;
- lighttris = 0;
- if (rtlight->static_meshchain_light)
- {
- shadowmesh_t *mesh;
- for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
- {
- lightmeshes++;
- lighttris += mesh->numtriangles;
- }
- }
-
- Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes), %i light triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes, lighttris, lightmeshes);
+ Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
}
void R_RTLight_Uncompile(rtlight_t *rtlight)
if (rtlight->static_meshchain_shadow)
Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
rtlight->static_meshchain_shadow = NULL;
- if (rtlight->static_meshchain_light)
- Mod_ShadowMesh_Free(rtlight->static_meshchain_light);
- rtlight->static_meshchain_light = NULL;
// these allocations are grouped
if (rtlight->static_leaflist)
Mem_Free(rtlight->static_leaflist);
}
}
-void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist)
+void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolorbase, int numsurfaces, int *surfacelist)
{
- shadowmesh_t *mesh;
// set up properties for rendering light onto this entity
- r_shadow_entitylightcolor[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
- r_shadow_entitylightcolor[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
- r_shadow_entitylightcolor[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
+ r_shadow_entitylightcolor[0] = lightcolorbase[0] * ent->colormod[0] * ent->alpha;
+ r_shadow_entitylightcolor[1] = lightcolorbase[1] * ent->colormod[1] * ent->alpha;
+ r_shadow_entitylightcolor[2] = lightcolorbase[2] * ent->colormod[2] * ent->alpha;
Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
}
}
if (ent == r_refdef.worldentity)
- {
- if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compilelight.integer)
- {
- for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
- R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, r_shadow_entitylightcolor, vec3_origin, vec3_origin, mesh->map_diffuse, NULL, NULL, mesh->map_normal, mesh->map_specular);
- }
- else
- ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);
- }
+ ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);
else
ent->model->DrawLight(ent, r_shadow_entitylightcolor, ent->model->nummodelsurfaces, ent->model->surfacelist);
}
entity_render_t *shadowentities[MAX_EDICTS];
// skip lights that don't light (corona only lights)
- if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < 0.01)
+ if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f))
return;
f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
VectorScale(rtlight->color, f, lightcolor);
- if (VectorLength2(lightcolor) < 0.01)
+ if (VectorLength2(lightcolor) < (1.0f / 32768.0f))
return;
/*
if (rtlight->selected)
void R_Shadow_SaveWorldLights(void)
{
dlight_t *light;
- int bufchars, bufmaxchars;
+ size_t bufchars, bufmaxchars;
char *buf, *oldbuf;
char name[MAX_QPATH];
char line[1024];
sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
else
sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
- if (bufchars + (int) strlen(line) > bufmaxchars)
+ if (bufchars + strlen(line) > bufmaxchars)
{
bufmaxchars = bufchars + strlen(line) + 2048;
oldbuf = buf;
}
}
if (bufchars)
- FS_WriteFile(name, buf, bufchars);
+ FS_WriteFile(name, buf, (fs_offset_t)bufchars);
if (buf)
Mem_Free(buf);
}
{
originhack[0] = 0;
originhack[1] = 0;
- originhack[2] = 48;
+ originhack[2] = 0;
overridecolor[0] = 1;
overridecolor[1] = 0.5;
overridecolor[2] = 0.1;
{
originhack[0] = 0;
originhack[1] = 0;
- originhack[2] = 40;
+ originhack[2] = 0;
overridecolor[0] = 1;
overridecolor[1] = 0.5;
overridecolor[2] = 0.1;
{
originhack[0] = 0;
originhack[1] = 0;
- originhack[2] = 40;
+ originhack[2] = 0;
overridecolor[0] = 1;
overridecolor[1] = 0.5;
overridecolor[2] = 0.1;
{
originhack[0] = 0;
originhack[1] = 0;
- originhack[2] = 40;
+ originhack[2] = 0;
overridecolor[0] = 1;
overridecolor[1] = 0.5;
overridecolor[2] = 0.1;
}
else if (!strcmp("style", key))
style = atoi(value);
+ else if (!strcmp("skin", key))
+ skin = (int)atof(value);
+ else if (!strcmp("pflags", key))
+ pflags = (int)atof(value);
+ else if (!strcmp("effects", key))
+ effects = (int)atof(value);
else if (r_refdef.worldmodel->type == mod_brushq3)
{
if (!strcmp("scale", key))
if (!strcmp("fade", key))
fadescale = atof(value);
}
- else if (!strcmp("skin", key))
- skin = (int)atof(value);
- else if (!strcmp("pflags", key))
- pflags = (int)atof(value);
- else if (!strcmp("effects", key))
- effects = (int)atof(value);
}
if (!islight)
continue;
VectorMA(trace.endpos, push, r_viewforward, endpos);
VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
}
+ else
+ {
+ VectorClear( endpos );
+ }
r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;